iatneH
Still Fresh
Thanks for the comments and criticisms, they have been duly noted Yes, I do happen to post a lot at shmups.com also.
I'll see what I can address here (there were a lot of good points so I might miss something)
I am quite a newbie programmer still, there are a good deal of floating-point operations and divisions going on which I believe are the main hits to framerate. The code could probably be cleaned up, but I made a big mess with my newbie skills :\ Because of this, I don't really know how I can make arrow-shaped bullets efficiently. Aiming and orientation (some copters orient to face your location) are done with expensive FP/division ops, so I'd like to avoid having to orient the bullets too.
Reversing the screen orientation to use ABXY... I never thought of that at all! It sounds like a good idea that I could try, but it would be a lot of work since all of the scrolling and movement and hardcoded for the current orientation (naturally, since any other orientation hadn't occurred to me). Maybe I could use the current positions and just write a function to convert everything after all the initial placements are worked out?
Justron and I have discussed setting an upper limit for credits, but it would only be useful for encouraging skilled play if the level design were actually good enough for competitive score play (which it isn't - You can see I obviously play games more than I make them!) This is also related to the chain system... There's no way I'll be able to match the depth of DDP of course, I admit the level design is a bit loose. The enemy placements are somewhat based on Ketsui, which has a completely different chain mechanism too (which I didn't know how to implement, especially the part about vacuuming up point boxes, haha).
Bomb explosion: I don't know how to make transparencies..! Yet I don't want the blasts to be completely opaque either otherwise it would be hard to tell what is being damaged by the blast... Justron made this sprite, which I thought is already 100 times better than the one I made. You'll have to try to imagine that
Powerups: These and extra bomb items... I might do them later. I actually also thought about doing a hold-fire & tap-fire (similar to DonPachi, would also be required for the Ketsui-style scoring gimmick), but I couldn't think of how to implement it, especially animating the laser. These will make huge changes to the gameplay.
The stage 2 boss second form IS easy. But it's pretty. So you guys want to die, eh? I'll see what I can do to make it more evil Regarding durability: Hmm... I could reduce the main body's life by a bit. But I also want you guys to experience the 2nd form for a little while. Especially for the second boss, the rear plates are a bit difficult to hit by themselves. By the time you blow them all out, the boss is nearly dead. Now this might be a problem with my code itself, I could possibly adjust the main body's hitbox a bit...
Anyway, thank you all again and keep playing! Hope it didn't sound like I was trying to weasel my way out of fixing things...
edit: I just realised that in my excitement I forgot to modify the readme file to say that a demo was actually released. It's now on the website in my first post, if anybody actually wants to download it. I just added one sentence.
I'll see what I can address here (there were a lot of good points so I might miss something)
I am quite a newbie programmer still, there are a good deal of floating-point operations and divisions going on which I believe are the main hits to framerate. The code could probably be cleaned up, but I made a big mess with my newbie skills :\ Because of this, I don't really know how I can make arrow-shaped bullets efficiently. Aiming and orientation (some copters orient to face your location) are done with expensive FP/division ops, so I'd like to avoid having to orient the bullets too.
Reversing the screen orientation to use ABXY... I never thought of that at all! It sounds like a good idea that I could try, but it would be a lot of work since all of the scrolling and movement and hardcoded for the current orientation (naturally, since any other orientation hadn't occurred to me). Maybe I could use the current positions and just write a function to convert everything after all the initial placements are worked out?
Justron and I have discussed setting an upper limit for credits, but it would only be useful for encouraging skilled play if the level design were actually good enough for competitive score play (which it isn't - You can see I obviously play games more than I make them!) This is also related to the chain system... There's no way I'll be able to match the depth of DDP of course, I admit the level design is a bit loose. The enemy placements are somewhat based on Ketsui, which has a completely different chain mechanism too (which I didn't know how to implement, especially the part about vacuuming up point boxes, haha).
Bomb explosion: I don't know how to make transparencies..! Yet I don't want the blasts to be completely opaque either otherwise it would be hard to tell what is being damaged by the blast... Justron made this sprite, which I thought is already 100 times better than the one I made. You'll have to try to imagine that
Powerups: These and extra bomb items... I might do them later. I actually also thought about doing a hold-fire & tap-fire (similar to DonPachi, would also be required for the Ketsui-style scoring gimmick), but I couldn't think of how to implement it, especially animating the laser. These will make huge changes to the gameplay.
The stage 2 boss second form IS easy. But it's pretty. So you guys want to die, eh? I'll see what I can do to make it more evil Regarding durability: Hmm... I could reduce the main body's life by a bit. But I also want you guys to experience the 2nd form for a little while. Especially for the second boss, the rear plates are a bit difficult to hit by themselves. By the time you blow them all out, the boss is nearly dead. Now this might be a problem with my code itself, I could possibly adjust the main body's hitbox a bit...
Anyway, thank you all again and keep playing! Hope it didn't sound like I was trying to weasel my way out of fixing things...
edit: I just realised that in my excitement I forgot to modify the readme file to say that a demo was actually released. It's now on the website in my first post, if anybody actually wants to download it. I just added one sentence.